Insane Greater Ice Spawn and Insane Ice Spawn are listed in the game stats and on Blizzard's site, but they do not appear in the game as of v1.11.

Suicide Minions are Minions who have been enraged by an Overseer, or (less commonly) spawned as Suicide Minions. They are swollen and mutated, and charge at any valid target with one intent; to get close enough to explode. Their explosion does considerable physical + cold damage, and will always hit any targets in range (about 2 yards, approximately as far as a long melee weapon will reach), though it can be blocked or Dodge/Evaded.

Suicide Minions deal zero damage to mercs or other NPC party members (Summoned Skeletons, Revives, Spirits, Shadow Masters, Valkyries, etc) so these associates can be used to harmlessly detonate the suiciders. Amazons especially enjoy casting a Decoy right next to a mob of Suicide Minions, and watching the ensuing carnage when the monsters sacrifice themselves without effect.

Suicide Minions are worth experience if killed, but not when they suicide. They do not drop any type of item, potion, rune, scroll, etc, even when they spawn as bosses or champions. Their corpses can be utilized for healing skills, but will yield nothing to Find Potion/Item, and they can not be Revived.

These monsters will not detonate until 1 second after they get into range of a character, merc, or summoned creature. If Suicide Minions get stuck in traffic, or on the other side of an obstacle, they will wait, swollen and ready to burst, indefinitely. They never un-suicide, or blow up without coming into range of a valid target (unless destroyed by ranged attacks).

The explosion deals the listed physical damage + an equal amount of cold damage with a very short (.64 sec) chill duration.

These explosions always hit if they are in range and are not blocked or Dodged/Evaded, hence there is no AR value.

Life and mana can be leeched from Suicide Minions, though this is painful to attempt at melee range.

Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.

Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.

Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.

Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.